panzerman

@panzerman

Posts made by panzerman

@wirkey none of it is too complicated if you had a readable tww battleboard, now in other games they can already do air and armor superiority, its easy to do this, any attacking plane or tanks hits counts against a defender plane or tank picks and visa versa so you are not always picking men. The subs rules are explained better on edited way to play tww but I certainly stand behind my sub rules due to tons of research on uboats.net and the owner of that website certainly things u guys have the sub rules wrong in every game.

If you try to play tww dice the columns don't really line up with the dice plus since dice is 12 sided you can't see the higher dice rolls since they scroll off the screen. I've tried a bigger TV but that did not work hehe. Plus the defender hit units disappear from the columns too fast as well. The reason we want to be able to see the dice rolls accurately is for air and armor superiority so players can pick respectively. So we need the battle board to tally up all hits from planes, tanks, anti tanks out of all the combined hits. infantry and art. would not matter. This could apply to all games and of course should be optional. Obviously we want to the same reader for the defender's roll. We would like it for the sea battles as well to help with the sub destroyer relationship plus only allowing trannies to counter planes and maybe subs, please email at resocialtarian@yahoo.com if interested.

These rules can be applied to any game but TWW is the closest to how games should be played.
Air Superiority (Achievable) and armor Superiority can be added to any game (Not sure how you intend to have Armor superiority, can only be achieved with AA attacks and defenses as far as I know) might have some serious effects on gameplay. Main reason for armor is so the anti-tank does not have such as high defense value against infantry and artillery unless they are mobile anti-tank. Just thought if you could have separate air battle you could have separate armor battle with winners going on the main battle,
Attacking and defending hits from planes only count against each other and the same with the tanks, mech, and anti-tank until that particular column is out and any spill over hits apply to other units including ground strafes.
The air battle goes first (Achievable), and then the armor battle (unachievable as far as I know), survivors of both ends up on the main land battle. You can still pick mechanized infantry and antitank instead of tanks.
There should also be air superiority at sea as well before the main sea battle takes place. (Achievable)
Specific changes to air units in tww
For air superiority regular fighters should have the highest rolls(Achievable) followed by navy planes at sea(Achievable) or land and the air strength of both tactical and strategic in the game manual is fine.
Currently the navy planes have a higher roll at sea verse the regular fighters and this is not right which is why we need below.
Fighters should be able to go on carriers but their lower rolling dice sea performance against ships is correct.
Sea planes should not get a bonus for fighting on land territory like coast and island. (Achievable)
There should not be any terrain modifications to air until all air superiority is determined. (Achievable I think)
Ideally strategic and tactical bombers should get a little higher roll attack roll at sea than it presently is. (Achievable)
The fighter including navy planes should have a lower attack value (like no higher than artillery) against land units.
A idea for tactical bombers would be that defender would have to pick other than infantry as casualty and to balance this maybe you could scale down the sky high attack value of a tactical bomber.
Strategic raids for ground units. Bombers should get a one round only strife against ground units and no counter unless any AA units present or defending planes but the attack value must be a little lower than they are now due to bomber stacking and the fact that at high altitude bombing was not that accurate. Plus planes in adjacent territories should be able to scramble to this one as well as intercept. So this means fighters can escort.
Mobile AA could be handled 1/2/2 but should also be allowed to defend against land from the get go regardless of improved AA as well as Non mobile AA .
Strategic raid on the airfield and the planes on the tarmac. This means all defending in that territories have to intercept as they are being targeted too. Scrambling to this defense is not allowed However. AA fires first and then air superiority determined, defending strategic bombers don’t get to scramble as usual, however there must be an airfield in the territory. You can hit the airfield without bringing in a strategic bomber if you just want to take out the planes as well. You could have a radar scramble chance roll for these types of scenarios as well same with carriers. Also stat. bombers should be able to act as strategic bombers for trucks, material and rockets. So they both should be able to target rockets.
Overrun air fields and when the dice battle gets down to just defending planes against incoming ground units with no attacking planes, the planes must retreat to nearest territory. Realistically ground units are not going to be hunting down planes.
Ships should be able to bombard naval bases and I’m not sure how to do damage but the yards would have coastal artillery and torpedo bays for defense plus after naval base is gone could bombard factories or PU damage. (Achievable)
Kamikaze planes would be for Japan only and only against sea units. Both fighters and bomber would be able to use their full range without any regard to landing and they do not get an automatic hit and must survive air battle. Kamikaze really only came into play after 1944 so you may not allow it at first. (Achievable)
Planes should not have to face AA fire if they are just passing a territory as they would surly take a different route to avoid it. However, they would have to face any fighters in said passing territory in normal air combat. (Achievable)
Retreating for defending sea and land unit(s)
In the spirit of movement the retreating units can’t be moved on the next turn (unachievable) plus attacking units may pick how many units it wants to leave to occupy territory. (Unachievable) However 2 land rounds must be endured before retreating is allowed and some kind of penalty should apply for a fighting retreat like one of your counters not counting. (No idea what this means)
Sea rounds should be 3 and of course this should be a game option to ask minimum amount of rounds endured. (Achievable) Also defenders cannot retreat to areas so sometimes escape may not be possible.
Due to the vastness of sea zones, defending sea units can break off from the attack and still be in the same sea zone but not sure about that one. (Achievable maybe)
Submerged versus surfaced submarines in attacking or defending situations
This needs to be asked every round to determine which ships can sink the subs if any, and if you want to take sub casualties from the beginning of say a big mixed sea battle since surfaced subs can take hits from any ships. (Achievable maybe) not really sure
Only destroyers and planes (with Ariel depth charges) can sink submerged submarines period. (Achievable)
Defending submarines get 2 rounds to escape from regular destroyers, heavy destroyers 3. (Achievable)
Planes do not need destroyer to be present to sink subs on defense since they are considered surfaced and recharging but they only get one round, unless they have depth charge tech and then 2 rounds and their chances should not be as good as if they were attacking a surface ship.
Submerged subs cannot take hits from defending subs, transports, cruisers, carriers, and battleships so you better buys some destroyers. However they can only stay submerged for 2 rounds and then they must retreat or surface. (Achievable maybe)
Transports can only hit surfaced submarines, aircraft and not only can they not be used as attacking fodder like in the players enforced rules but they must be picked last in defending sea battles. One exception, when it is only attacking submarines transports can be picked first in defending situations. (Achievable)
Battleships and aircraft carrier damage should cost something to 1 PU to repair at naval yard. (Achievable I think)
Game should start with all nations’ destroyers being able to stop and sink submarines plus amphibious assaults are allowed for non-marines and artillery. For amphibious tanks, you would need to buy special amphibious tank transport that could also hold artillery. However, these units should get lower than normal attack value for amphibious attacks but not lower than infantry. So you can get rid of the higher special tech in tww.
Also defending submerged subs AA strike against destroyer should only be a 1 roll period plus subs can counter aircraft at 1 defense value but only if surfaced. Destroyers should have a higher roll against subs then other ships but do not know how you can do this. Could have a destroyer/submarine superiority first battle also but not sure if this would help.
Get rid of advanced destroyers’ ability of enabling capital ship to be able attack submarines.
So want to add improved sea tech which would include improved dive bomb and torpedo. Aerial depth charges would give planes 2 rounds to sinks subs and make their chances of sinking subs only better. Improved destroyer tech could stay but just better rolls as ability to stop subs game starts with.
Britain starts with improved fighters but not the sea planes. (Achievable) Japan gets improved fighters and improved sea planes only. Italy and China do not getting any starting tech. U.S. gets production. Germany should get anti-tank and improved AA due to the 88 and improved submarine. Russia gets logistics.
The improved submarine tech needs to be changed to just increase attacking ability and not much for defense.
The defense terrain modifications should need to be a tad bit lower maybe by not having multiple terrain modifications and there is no way in hell a tanks gets a lower defense value than troops. (Achievable)
Russian and German should be better than all other nations’ tanks so starting off there should be +1 difference in attack and defense but only to determine armor superiority. (Achievable maybe)
Rockets could not be pin pointed to just hit factories etc. so they should only cause PU damage but the cost should be one less than the minimum damage they cause. There is no defense against V-2 (currently there is defense). However for V-1 rockets not only does the fighters get a one defense (currently game has) but the AA should too but only one AA gun should count (not in game). Germany must get rocket tech first before any other nation can.
Help Costal artillery,
I am not sure about all the details for this section but I think if defending coast has tanks and artillery they should get like a 1 AA against trannies with only costal artillery being able to hit other sea units.
Coastal artillery would be one material plus one artillery unit to make and it would be 2 hit plus have high defense value. Maybe attacking bombardment should be able to pick defending unit hits? (Achievable)
Could add Supplies and oil plus, costing 1 buck have to be transported and forward units could not can’t attack without one supply unit in that area and the same goes for navel units but both land and sea could defend without supplies. (Achievable)
Sea supplies could be transported by transports or the ships themselves could carry them up to a certain amount. Only trucks and halftracks could haul ground supplies up to a certain amount. (Achievable maybe) Would end up being a significant amount of micro management
1 infantry can board cruisers, carriers, and battleships but only for noncombat unloading and there cannot have been a sea battle that round.
All games need patrol boats 1/1/2. (Achievable)
All game should start with historic number of units per date, REGARDLESS OF BALANCE. (Achievable) Would recommend you set this up as a loadable Mod because the game would be severely unbalanced
Convoy sea zones should be added like in global. (Achievable)
There needs to be a 1 cost difference between armed and unarmed trannies and special tank trannies should be added. (Achievable)
Mechanized can tow one art or AA but no infantry. Trucks should carry 1 infantry and tow one and maybe even tanks tow one because artillery and regular anti-tank must be towed to move from now on. (Achievable maybe)
There should also be mobile antitank which would be great against armor but only average against other land units. (Achievable)
Copenhagen and any straits should not dictate a sea lane but it would be a good example of defensive costal artillery if passing island. Plus the straights of Gibraltar would be another example however coastal artillery is really needed to determine this.
Blocks are allowed but not from loading troops etc. Attacker can now pick how many ships he wants to use against the block and allow rest to go to another sea zone if wanted. The attacker must destroy the block for loading troops but should have at least one more unit then the block if just passing blocked sea zone. This could be done this with land as well?
Destroyers should be able to bombard as well but all bombardment dice should be lower than how they score against sea targets.
Hulls should be required for cruisers (Achievable)
As well and air trannies can move 1 non paratroop guy as long as land at airport.
Building material needs to be interchangeable

I have a mod start of the game is you need a copy. You can of course pick and choose any of these options.
It’s not possible to use dice to determine air and armor superiority in tww due to the inability to see the board correctly once there is a bunch of units. I have requested a readable battle board so that players can pick their casualties depending on hits from air and armor but no offers at this time.
Regardless of doing air superiority: Fighters were better at air than navy planes and tactical bombers so turn your fighters’ u plan to use on the coast to navy planes so there is no mix match and the ones intended for land should be fighters and they can be interchangeable depending on the need. You can rearrange these planes after the first round as to not upset beginning balance.
However you must change them to fighters if you plan on doing an airfield raid since navy planes can’t escort and likewise with the defenders planes if that situation occurs. Tactical bombers must be changed back to represent their defense and in case they do a special bombing raid. Nothing special needs to be done with strategic bomber as their attacking strength is not crazy like the tactical bomber but air superiority would certainly prevent this. Ideally you could have all the fighters navy planes because I think fighters attack at ground too highly but navy planes get +2 on islands so however you want just keep it consistent. Also stat. bombers should be able to act as strategic bombers for trucks, material and rockets. So they both should be able to target rockets.
You can scramble to any sea zone but defender must be defending his own country first if it’s under attack. For instance, the scramble at sea zone 96 with the American tact. Bomber is not allowed.
This next section is optional now that subs in new TWW first strike is now a 2 but should be one. The other sub ideas are still good. In order to stop the ridiculous sub AA defensive first strike turn defending subs into trannies when destroyers, subs and planes are attacking (these are only attacking units allowed) when defending subs are by themselves. However, subs are considered to have escaped after 2 rounds and must stay in the same sea zone. Improved sub and beyond is not allowed as the first strike is way too high.
If it is sub versus sub then escape is possible after 1 round but the engine will allow you to submerge but defender must take one round and if attacker brings in destroyer and 1 sub then submerge after 1st round so it won’t attack anymore and the destroyer will continue to the 2nd.
In a big mixed sea battle if attacker has say 4 destroyers defender must turn like number of subs into trannies so in that case 4 trannies could be picked first.
Advanced destroyer get 3 rounds to sink subs Also advanced destroyers cannot bring in capital ship against (just defending subs) except of course other attacking subs, regular destroyers and planes but again can’t be a mixed sea battle. Cruiser did have depth charges but were not used to attack subs but they do get their high defense.
Britain and America automatically gets aerial depth charges starting round 3rd so that planes can attack subs by themselves w/o destroyer but only a one round chance and then must retreat. Again edit the subs into trannies to attack them since the engine will not allow it plus turn of your planes into a regular destroyer. If you have destroyer, planes get two rounds of course. Russia, Italy, Germany, and Japan must get advanced destroyer tech in order to have aerial depth charge tech.
Subs get special wolf pack or single sub 2 round attack but it can only be attacking subs. For this, defending player must turn battleships and carriers into trannies with all other ships staying the same. In a situation where there is no destroyer but defending planes, turn the number of planes into destroyers as again the engine will not let you defend with just planes. This applies in the case of a carrier as well but both situations require player to have aerial tech.
One does not have to use special sub attack meaning the subs will have unlimited rounds but the capital ships will stay the same as subs will be considered surfaced.
To prevent trannie stacking, defending trannies have to be picked last as casualties and can their defensive hits can only count against planes, subs, and destroyers. If there is one battleship, carrier, or cruiser left in the battle and none of the other mentioned attacking units, the trannies are consider sunk or if say a battleship attacks a lone transport, same result or could even play capture rules. This last part is not optional and separate. One exception to this is a convey attack from subs where it is only destroyers and trannies, trannies can be picked. Defensive retreating would solve this problem but that is in the main wish list and is not possible with current engine.
Since there is no mobile AA, edit move 1 space plus they should be able to attack so u could turn them into infantry but you will have to remember how many you had.
1 infantry can board cruisers, carriers, and battleships but only for noncombat unloading and they cannot have been used in sea battle that round or bombardment.
Planes can retreat if the battles gets down to just attacking land forces with no attacking fighters in the mix and this applies to scrambles as well.
Don’t start the game with bonus tech just edit it in the techs or ask me for starting base. All nations start with improved destroyer and special. Germany gets improved anti-tank and improved AA due to the 88. Russia gets logistics and production. America start with production. Britain and Japan both start with improved planes. Keep in mind none of these techs start until the second round, so this should not upset balance of the game.
No improved specials or beyond is allowed but you can amphibious assault with tank and artillery by the 2rd. round but player will have to move edit them in first. Heavy tanks, mobile artillery, anti-aircraft, and anti-tank are not allowed to amphibious attack. China still starts with nothing.
America, Britain, Italy, and Japan are not allowed advanced tanks to represent the historical difference in tanks
Sea blocks cannot block amphibious assaults but the block must be destroyed or you must treat landing as if it did not happen. Like when someone sticks a lone destroyer to prevent you from loading troops.
Strategic raid on airfields and planes means defender has to intercept all planes and attacker can bring tactical bombers but you must add truck or material. Since you can’t intercept with strategic or tactical bombers, any spill over hits from the attacking planes must count against the bombers on the ground but you must add a defending fighter to the airfield if one is not is present or the attacking fighters will not get a roll. The defending fighter hit does not count of course. Plus you have to use a strategic bomber for the raid so there must be an airfield in territory. You can’t scramble to a different territory if it’s under attack to escape this.
I would like to have just a bunch of fighters be able to do an airfield raid but you can’t with how the engine is.
Rockets could not be pin pointed to just hit factories etc. so they should only cause PU damage. There is no defense against V-2 so no scramble but you can for the V-1 with normal rules.
Air trannies can move 1 non paratroop guy as long as it’s noncombat. Use edit force move for that and is you want to bring anti-air into combat giving thus an attacking fodder role.
Building material is interchangeable from the beginning of the round which will help out if a country gets bombed out of existence. Plus sea transports and trucks are as well. With transports you must reach a dock and then transfer at the end of the receiving friendly’s turn. Trucks treated same way so as both are not moved twice.